Next week, I will be presenting at the 2017 Serious Play Conference, a leadership conference for both those who create serious games/simulations and those who implement game-based learning programs. Specifically, I will be talking about issues surrounding designing games for social impact and will be looking at techniques used in games and other media to further impact and persuade without preaching or browbeating.

It’s become apparent that it’s not so easy to convince
others of a different viewpoint or to generate empathy for a cause.
Within our social media bubbles, beliefs are constantly reinforced and
entrenched. So how can social impact games break down these barriers?
How can they go beyond preaching to the choir?

This year, the Serious Play Conference will be at George Mason University, on July 18-20, 2017. Passes, including student tickets, can be purchased here.

Sande Chen is the co-author of Serious Games: Games That Educate, Train,
and Inform. As a serious games consultant, she helps companies harness
the power of video games for non-entertainment purposes. Her career as a
writer, producer, and game designer has spanned over 10 years in the
game industry. Her game credits include 1999 Independent Games Festival
winner Terminus, MMO Hall of Fame inductee Wizard101, and the 2007 PC
RPG of the Year, The Witcher, for which she was nominated for a Writers
Guild of America Award in Videogame Writing. She has spoken at
conferences around the globe, including the Game Developers Conference,
Game Education Summit, SXSW Interactive, Serious Play Conference, and
the Serious Games Summit D.C.